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Coming the Week of November 18th (18 Nov 2019)
We have reviews of Horrified, Kingdomino Duel, Dragon Market, Flesh & Blood, and Rolled West. "Why Do I Own This" and "Beyond the Veil" returns. And more TBA
Let's Talk About Gaslands
We could set up a weekend to throw down.
The Beer Olympics is happening on June 2nd this year. I'll put a thread up for it in case anyone is interested in participating.
Shellhead wrote: slower-moving vehicles during combat.
I seem to remember it taking about 2 hours and 80 phases for my Car Wars vehicle to move 12 inches.
The vehicles could move faster in Car Wars because they had smaller tokens which meant potentially large maps. My favorite was the small town map from Sunday Drivers, which included a nice long main street.
But your point is good. The level of detail in Car Wars could bog the game down. My group played a huge amount of Car Wars in the '80s, so the turns went by fairly quickly unless there was a collision. One of our most ambitious duels used the Double Drum map, and each of our six players got $30,000 to spend on a pair of vehicles. Counting an hour of hasty vehicle design at the start of the session, the whole 12-vehicle fight took about 4 hours.
The Double Drum:
Shellhead wrote: As an old-school Car Wars fan, it looks like Gaslands falls short of what I want from this kind of game. I liked the level of detail in Car Wars, though it eventually collapsed under the weight of too many expansions and some power creep in the newer weapons. This game seems a little too focused on the toy factor and hand-wavy on the system, which will likely lead to arguments during close games. And while the modified Hot Wheels look cool, their size will paradoxically make for smaller map layouts and slower-moving vehicles during combat.
You can play at any scale you want. Just resize the templates. I'm not sure what you mean by hand-wavy on the system though. All arguments are settled by the rule of carnage: whatever results in the most damage is what happens.
I do, I'm just not interested enough to make my own player aids. I really think the core mechanics are compelling, it's just that the way they are presented is a chore. I think the game needs not so much a redesign as it needs to present its content much better. Micro Machines would help, too.
Michael Barnes wrote: I wonder if there is anyone out there that still regards Car Wars as worth playing today.
In other words, I would need to work to print the CRT, devise a good way to write down damage and track speed and all that is work.
Anyways, my worry with Gaslands is the way you collect hazard tokens. I understand why it was designed this way, but it seems odd that the risk of a manouver is impacted not so much but what you are doing, but what you did on other turns. It makes sense, from a game design perspective but I liked the simulationist way it is handled in Car Wars.